add MSVC compiler support, make it default for Windows
new header file simd.h for SSE abstraction and helpers
add mselect pseudo instruction for common or(and(...), andnot(...))
replace many SSE intrinsics with new names
new MemoryPool class (mempool.h) for faster KdNode allocation
remove setMaxDepth() from Octree and KdTree, make max_depth const,
it should be defined in constructor and never changed, change after
building tree would cause error in traversal
modify DefaultSampler to generate nice 2x2 packets of samples for packet tracing
optimize Box and BBox::intersect_packet
add precomputed invdir attribute to RayPacket
scons build system:
check for pthread library on Windows
check for SDL
generate include/config.h with variables detected by scons configuration
move auxiliary files to build/
add sanity checks
add writable operator[] to Vector
#!/usr/bin/python# read nff data from standart input and render image to render_nff.png# see http://tog.acm.org/resources/SPD/# cylinders are not implementedfrom pyrit import *from math import piimport sysrt = Raytracer()top = KdTree()rt.setTop(top)rt.setCamera(Camera())imagesize = (800, 600)mat = Material(colour=(1.0, 1.0, 1.0))f = sys.stdinfbase = "render_nff"if len(sys.argv) > 1: f = open(sys.argv[1]) fbase = sys.argv[1].rsplit('.',1)[0]while True: line = f.readline() if line == "": break; ln = line.split() if ln[0] == 'v': # Viewpoint location # from ln = f.readline().split() assert ln[0] == 'from' eye = (float(ln[1]), float(ln[2]), float(ln[3])) # at ln = f.readline().split() assert ln[0] == 'at' lookat = (float(ln[1]), float(ln[2]), float(ln[3])) # up ln = f.readline().split() assert ln[0] == 'up' up = (float(ln[1]), float(ln[2]), float(ln[3])) # angle ln = f.readline().split() assert ln[0] == 'angle' angle = float(ln[1]) # hither ln = f.readline().split() assert ln[0] == 'hither' hither = float(ln[1]) # resolution ln = f.readline().split() assert ln[0] == 'resolution' imagesize = (int(ln[1]), int(ln[2])) # set camera as specified cam = Camera(eye=eye, lookat=lookat, up=up) cam.setAngle(angle/180*pi) rt.setCamera(cam) elif ln[0] == 'b': # Background color rt.setBgColour((float(ln[1]), float(ln[2]), float(ln[3]))) elif ln[0] == 'l': # Light pos = (float(ln[1]), float(ln[2]), float(ln[3])) rt.addLight(Light(position=pos)) elif ln[0] == 'f': # Fill color and shading parameters colour = (float(ln[1]), float(ln[2]), float(ln[3])) mat = Material(colour=colour) mat.setPhong(0,float(ln[4]),float(ln[5]),float(ln[6])) mat.setTransmissivity(float(ln[7]),float(ln[8])) elif ln[0] == 's': # Sphere center = (float(ln[1]), float(ln[2]), float(ln[3])) radius = float(ln[4]) rt.addShape(Sphere(centre=center, radius=radius, material=mat)) elif ln[0] == 'p': # Polygon vertex_count = int(ln[1]) vertices = [] for i in range(vertex_count): ln = f.readline().split() vertex = (float(ln[0]), float(ln[1]), float(ln[2])) vertices.append(NormalVertex(vertex)) rt.addShape(Triangle(vertices[0], vertices[1], vertices[2], mat)) for i in range(vertex_count)[3:]: rt.addShape(Triangle(vertices[0], vertices[i-1], vertices[i], mat)) elif ln[0] == 'pp': # Polygonal patch mat.setSmooth(True) vertex_count = int(ln[1]) vertices = [] for i in range(vertex_count): ln = f.readline().split() vertex = (float(ln[0]), float(ln[1]), float(ln[2])) normal = (float(ln[3]), float(ln[4]), float(ln[5])) vertices.append(NormalVertex(vertex, normal)) rt.addShape(Triangle(vertices[0], vertices[1], vertices[2], mat)) for i in range(vertex_count)[3:]: rt.addShape(Triangle(vertices[0], vertices[i-1], vertices[i], mat)) elif ln[0] == '#': # Comment pass else: print "Not implemented:", linef.close()top.optimize()sampler = DefaultSampler(imagesize)rt.setSampler(sampler)rt.render()sampler.getPixmap().writePNG(fbase+'.png')